示例#1
0
        public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
        {
            int N = vMeshes.Count;

            writer.WriteLine("OFF");

            string three_floats = Util.MakeVec3FormatString(0, 1, 2, options.RealPrecisionDigits);

            int nTotalV = 0, nTotalT = 0, nTotalE = 0;

            // OFF only supports one mesh, so have to collapse all input meshes
            // into a single list, with mapping for triangles
            // [TODO] can skip this if input is a single mesh!
            int[][] mapV = new int[N][];
            for (int mi = 0; mi < N; ++mi)
            {
                nTotalV += vMeshes[mi].Mesh.VertexCount;
                nTotalT += vMeshes[mi].Mesh.TriangleCount;
                nTotalE += 0;
                mapV[mi] = new int[vMeshes[mi].Mesh.MaxVertexID];
            }
            writer.WriteLine(string.Format("{0} {1} {2}", nTotalV, nTotalT, nTotalE));


            // write all vertices, and construct vertex re-map
            int vi = 0;

            for (int mi = 0; mi < N; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;
                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(mi, 2 * (N - 1));
                }
                foreach (int vid in mesh.VertexIndices())
                {
                    Vector3D v = mesh.GetVertex(vid);
                    writer.WriteLine(three_floats, v.x, v.y, v.z);
                    mapV[mi][vid] = vi;
                    vi++;
                }
            }

            // write all triangles
            for (int mi = 0; mi < N; ++mi)
            {
                IMesh mesh = vMeshes[mi].Mesh;
                if (options.ProgressFunc != null)
                {
                    options.ProgressFunc(N + mi, 2 * (N - 1));
                }

                foreach (int ti in mesh.TriangleIndices())
                {
                    Index3i t = mesh.GetTriangle(ti);
                    t[0] = mapV[mi][t[0]];
                    t[1] = mapV[mi][t[1]];
                    t[2] = mapV[mi][t[2]];
                    writer.WriteLine(string.Format("3 {0} {1} {2}", t[0], t[1], t[2]));
                }
            }

            return(new IOWriteResult(IOCode.Ok, ""));
        }
示例#2
0
 public IOWriteResult Write(BinaryWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
 {
     return(new IOWriteResult(IOCode.FormatNotSupportedError, "binary write not supported for OFF format"));
 }
示例#3
0
        public IOWriteResult Write(TextWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
        {
            int nAccumCountV  = 1;      // OBJ indices always start at 1
            int nAccumCountUV = 1;


            // collect materials
            string sMaterialLib   = "";
            int    nHaveMaterials = 0;

            if (options.bWriteMaterials && options.MaterialFilePath.Length > 0)
            {
                List <GenericMaterial> vMaterials = MeshIOUtil.FindUniqueMaterialList(vMeshes);
                IOWriteResult          ok         = write_materials(vMaterials, options);
                if (ok.code == IOCode.Ok)
                {
                    sMaterialLib   = Path.GetFileName(options.MaterialFilePath);
                    nHaveMaterials = vMeshes.Count;
                }
            }


            if (options.AsciiHeaderFunc != null)
            {
                writer.WriteLine(options.AsciiHeaderFunc());
            }

            if (sMaterialLib != "")
            {
                writer.WriteLine("mtllib {0}", sMaterialLib);
            }

            for (int mi = 0; mi < vMeshes.Count; ++mi)
            {
                IMesh mesh       = vMeshes[mi].Mesh;
                bool  bVtxColors = options.bPerVertexColors && mesh.HasVertexColors;
                bool  bNormals   = options.bPerVertexNormals && mesh.HasVertexNormals;

                // use separate UV set if we have it, otherwise write per-vertex UVs if we have those
                bool bVtxUVs = options.bPerVertexUVs && mesh.HasVertexUVs;
                if (vMeshes[mi].UVs != null)
                {
                    bVtxUVs = false;
                }

                int[] mapV = new int[mesh.MaxVertexID];

                // write vertices for this mesh
                foreach (int vi in mesh.VertexIndices())
                {
                    mapV[vi] = nAccumCountV++;
                    Vector3D v = mesh.GetVertex(vi);
                    if (bVtxColors)
                    {
                        Vector3D c = mesh.GetVertexColor(vi);
                        writer.WriteLine("v {0} {1} {2} {3:F8} {4:F8} {5:F8}", v[0], v[1], v[2], c[0], c[1], c[2]);
                    }
                    else
                    {
                        writer.WriteLine("v {0} {1} {2}", v[0], v[1], v[2]);
                    }

                    if (bNormals)
                    {
                        Vector3D n = mesh.GetVertexNormal(vi);
                        writer.WriteLine("vn {0:F10} {1:F10} {2:F10}", n[0], n[1], n[2]);
                    }

                    if (bVtxUVs)
                    {
                        Vector2F uv = mesh.GetVertexUV(vi);
                        writer.WriteLine("vt {0:F10} {1:F10}", uv.x, uv.y);
                    }
                }

                // write independent UVs for this mesh, if we have them
                IIndexMap   mapUV = (bVtxUVs) ? new IdentityIndexMap() : null;
                DenseUVMesh uvSet = null;
                if (vMeshes[mi].UVs != null)
                {
                    uvSet = vMeshes[mi].UVs;
                    int      nUV     = uvSet.UVs.Length;
                    IndexMap fullMap = new IndexMap(false, nUV);                       // [TODO] do we really need a map here? is just integer shift, no?
                    for (int ui = 0; ui < nUV; ++ui)
                    {
                        writer.WriteLine("vt {0:F8} {1:F8}", uvSet.UVs[ui].x, uvSet.UVs[ui].y);
                        fullMap[ui] = nAccumCountUV++;
                    }
                    mapUV = fullMap;
                }

                // check if we need to write usemtl lines for this mesh
                bool bWriteMaterials = nHaveMaterials > 0 &&
                                       vMeshes[mi].TriToMaterialMap != null &&
                                       vMeshes[mi].Materials != null;

                // various ways we can write triangles to minimize state changes...
                // [TODO] support writing materials when mesh has groups!!
                if (options.bWriteGroups && mesh.HasTriangleGroups)
                {
                    write_triangles_bygroup(writer, mesh, mapV, uvSet, mapUV, bNormals);
                }
                else
                {
                    write_triangles_flat(writer, vMeshes[mi], mapV, uvSet, mapUV, bNormals, bWriteMaterials);
                }
            }


            return(new IOWriteResult(IOCode.Ok, ""));
        }
示例#4
0
        // write .mtl file
        IOWriteResult write_materials(List <GenericMaterial> vMaterials, WriteOptions options)
        {
            StreamWriter w = new StreamWriter(options.MaterialFilePath);

            if (w.BaseStream == null)
            {
                return(new IOWriteResult(IOCode.FileAccessError, "Could not open file " + options.MaterialFilePath + " for writing"));
            }

            foreach (GenericMaterial gmat in vMaterials)
            {
                if (gmat is OBJMaterial == false)
                {
                    continue;
                }
                OBJMaterial mat = gmat as OBJMaterial;

                w.WriteLine("newmtl {0}", mat.name);
                if (mat.Ka != GenericMaterial.Invalid)
                {
                    w.WriteLine("Ka {0} {1} {2}", mat.Ka.x, mat.Ka.y, mat.Ka.z);
                }
                if (mat.Kd != GenericMaterial.Invalid)
                {
                    w.WriteLine("Kd {0} {1} {2}", mat.Kd.x, mat.Kd.y, mat.Kd.z);
                }
                if (mat.Ks != GenericMaterial.Invalid)
                {
                    w.WriteLine("Ks {0} {1} {2}", mat.Ks.x, mat.Ks.y, mat.Ks.z);
                }
                if (mat.Ke != GenericMaterial.Invalid)
                {
                    w.WriteLine("Ke {0} {1} {2}", mat.Ke.x, mat.Ke.y, mat.Ke.z);
                }
                if (mat.Tf != GenericMaterial.Invalid)
                {
                    w.WriteLine("Tf {0} {1} {2}", mat.Tf.x, mat.Tf.y, mat.Tf.z);
                }
                if (mat.d != Single.MinValue)
                {
                    w.WriteLine("d {0}", mat.d);
                }
                if (mat.Ns != Single.MinValue)
                {
                    w.WriteLine("Ns {0}", mat.Ns);
                }
                if (mat.Ni != Single.MinValue)
                {
                    w.WriteLine("Ni {0}", mat.Ni);
                }
                if (mat.sharpness != Single.MinValue)
                {
                    w.WriteLine("sharpness {0}", mat.sharpness);
                }
                if (mat.illum != -1)
                {
                    w.WriteLine("illum {0}", mat.illum);
                }

                if (mat.map_Ka != null && mat.map_Ka != "")
                {
                    w.WriteLine("map_Ka {0}", mat.map_Ka);
                }
                if (mat.map_Kd != null && mat.map_Kd != "")
                {
                    w.WriteLine("map_Kd {0}", mat.map_Kd);
                }
                if (mat.map_Ks != null && mat.map_Ks != "")
                {
                    w.WriteLine("map_Ks {0}", mat.map_Ks);
                }
                if (mat.map_Ke != null && mat.map_Ke != "")
                {
                    w.WriteLine("map_Ke {0}", mat.map_Ke);
                }
                if (mat.map_d != null && mat.map_d != "")
                {
                    w.WriteLine("map_d {0}", mat.map_d);
                }
                if (mat.map_Ns != null && mat.map_Ns != "")
                {
                    w.WriteLine("map_Ns {0}", mat.map_Ns);
                }

                if (mat.bump != null && mat.bump != "")
                {
                    w.WriteLine("bump {0}", mat.bump);
                }
                if (mat.disp != null && mat.disp != "")
                {
                    w.WriteLine("disp {0}", mat.disp);
                }
                if (mat.decal != null && mat.decal != "")
                {
                    w.WriteLine("decal {0}", mat.decal);
                }
                if (mat.refl != null && mat.refl != "")
                {
                    w.WriteLine("refl {0}", mat.refl);
                }
            }

            w.Close();

            return(IOWriteResult.Ok);
        }
示例#5
0
 public IOWriteResult Write(BinaryWriter writer, List <WriteMesh> vMeshes, WriteOptions options)
 {
     // [RMS] not supported
     throw new NotImplementedException();
 }